Quote fromRazboss
Crusader ability Fist of the Heavens rune Divine Well had an animation change. the holy bolts are much thinner looking as if they had the glow removed from them. looks terrible now
That skill is one of the main offenders that cause FPS spikes even on high-end rigs.
well i have never had that issue and i use darklight with it. I would think tempest would be more of an issue. but non the less, doesnt change the fact it looks terrible now
Crusader ability Fist of the Heavens rune Divine Well had an animation change. the holy bolts are much thinner looking as if they had the glow removed from them. looks terrible now
How about a legendary charm that would add a percentage of all main stats (dex,str,int,vit) from gear in your inventory to your own stats. So long as the items are in your inventory, those stats would be added to yours.
Just another reality check for a lot of us players out there battling the RNG in this "social experiment of a game" called D3 ROS.
Just another reality check of the blatant cruel RNG that some accounts suffer.
Just another reality check enlightening us that a "Middle Ground" is needed in obtaining loot in this flawed system.
Just an eye opener for everyone blinded by "RNG is RNG / I'm geared and find loot so everyone else must too" logic.
Have a nice day.
And absolutely we do NOT need a 'middle ground', which I assume by that you mean a system that will just give everyone legendaries on a set timer.
There actually is suppose to be a hidden timer that after about 1 hours play/killing time, the game checks to see if you have recieved a legendary and if not, drops one for you. This is the questionable mechanic that ppl i think are complaining about. But as Blizzard has said, specific accounts wont benefit from it. It's there for everyone. So either the mechanic is still broken, or ppl just arnt seeing them plop on the screen. I've always been on the bad luck side of RNG, but i have never gone playing more than an hour and not found a leg/set item.
This is sorta the same build I was using on my HC Crusader. Wasn't fully geared for it but i was aiming for a perma spam FotH-Divine Well build. Instead of Slash-Zeal i was using Justice-crack. This idea is heavily based on attack speed and resources. Obviously wanting to use a 2handed flail and crusader shield with each having as much wrath regen as possible. The only item missing from my build was the reapers wraps which i believe would have completed the build.
Besides Justice-Crack and FotH-Divine Well, I mostly used abilities with no resource cost and a cool down. So the other stat i was aiming for was CDR. I had Heavens Fury-Ascendancy, Condemn-Unleashed, Phalanx-Bowmen, and Steed Charge-Endurance. All of those except phalanx are Holy damage and all benefit from CDR affixes and %holy dmg.
Passives were basically the same: Holy Cause, Righteousness, Wrathful, and Heavenly Strength.
ok, so you increase the range on which the elemental damage % rolls. Add the affix to other items so its compareable to "trifecta". The point is to get away from always wanting to have the Trifecta as a sought after roll. remember, itemization... more options for builds.
I just thought of an idea that would allow us, in game, to augment abilities to do different elemental damage. I.E. sweeping wind: Cyclone, instead of lightning damage, you can augment the ability for a cost of gold, mats etc.. from a new npc, and have it do say fire damage.
This would open up a new diversity of play styles. Especially adding a new affixe to rares or legendaries like that of Magefist or Won Khims that add to specific elemental damage. People might be using the same spells/abilities, but instead of my monk shooting out blue tornadoes for lightning damage. Ill be shooting out fiery tornadoes doing fire damage.
This would also allow different gear choices. Especially if Legendaries of all iLvls will now have the possibility to roll ilvl 63 affixes. imagine a monk with Magefist. It opens up alot of possibilies and customization i think. What do you all think?
I understand where everyone is coming from, and i have no where to talk being as my highest para is only 28 followed by a para 23. But the whole point of adding para was to give players something to do after they beat the game....its end game, para level gives you MF and GF, and some stats. To me Paragon is more like a ladder in a way. Xpac comes, resetting para = reset ladder? Don't flame me for thinking it. Just keeping it constructive. and i know how hard that is in these forums =)
if they do keep it around, i can see them turning off para xp gains while leveling from 60-70, then turning it back on once at 70 or whatever new lvl cap there is.
I doubt they will make more para levels. dont think they wanna beef up the mf/gf cap much more than it already is at
Was curious to see how ppl would feel if when the xpac comes for diablo 3, that paragon levels would reset?
I think it is possible for this to happen. Being that paragon levels were not introduced at launch and Blizzard wasn't really planning on having these paragon levels to be around for an expansion. The only way i dont see them resetting paragon levels, is if we dont gain any more character levels, IE lvl 60-70. If they implement 60-70 character levels with an xpac then the reset makes sense. Giving everyone equal ground again. Then once at 70 the paragon grind begins again.
Besides Justice-Crack and FotH-Divine Well, I mostly used abilities with no resource cost and a cool down. So the other stat i was aiming for was CDR. I had Heavens Fury-Ascendancy, Condemn-Unleashed, Phalanx-Bowmen, and Steed Charge-Endurance. All of those except phalanx are Holy damage and all benefit from CDR affixes and %holy dmg.
Passives were basically the same: Holy Cause, Righteousness, Wrathful, and Heavenly Strength.
I just thought of an idea that would allow us, in game, to augment abilities to do different elemental damage. I.E. sweeping wind: Cyclone, instead of lightning damage, you can augment the ability for a cost of gold, mats etc.. from a new npc, and have it do say fire damage.
This would open up a new diversity of play styles. Especially adding a new affixe to rares or legendaries like that of Magefist or Won Khims that add to specific elemental damage. People might be using the same spells/abilities, but instead of my monk shooting out blue tornadoes for lightning damage. Ill be shooting out fiery tornadoes doing fire damage.
This would also allow different gear choices. Especially if Legendaries of all iLvls will now have the possibility to roll ilvl 63 affixes. imagine a monk with Magefist. It opens up alot of possibilies and customization i think. What do you all think?
if they do keep it around, i can see them turning off para xp gains while leveling from 60-70, then turning it back on once at 70 or whatever new lvl cap there is.
I doubt they will make more para levels. dont think they wanna beef up the mf/gf cap much more than it already is at
I think it is possible for this to happen. Being that paragon levels were not introduced at launch and Blizzard wasn't really planning on having these paragon levels to be around for an expansion. The only way i dont see them resetting paragon levels, is if we dont gain any more character levels, IE lvl 60-70. If they implement 60-70 character levels with an xpac then the reset makes sense. Giving everyone equal ground again. Then once at 70 the paragon grind begins again.
Paragon levels are after all an "end game".
Thoughts?
"when it's ready."
Sign me up, Razboss#1826